Add reward to maintain an upright and stable position
This commit is contained in:
@@ -1,5 +1,6 @@
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import torch
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from isaaclab.assets import ArticulationCfg
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from isaaclab.assets import ArticulationCfg
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from isaaclab.envs import ManagerBasedRLEnvCfg
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from isaaclab.envs import ManagerBasedRLEnvCfg, ManagerBasedRLEnv
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from isaaclab.managers import ObservationGroupCfg as ObsGroup
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from isaaclab.managers import ObservationGroupCfg as ObsGroup
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from isaaclab.managers import ObservationTermCfg as ObsTerm
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from isaaclab.managers import ObservationTermCfg as ObsTerm
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from isaaclab.managers import RewardTermCfg as RewTerm
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from isaaclab.managers import RewardTermCfg as RewTerm
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@@ -13,9 +14,62 @@ from rl_game.get_up.env.t1_env import T1SceneCfg
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import isaaclab.envs.mdp as mdp
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import isaaclab.envs.mdp as mdp
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# --- 1. 自定义 MDP 逻辑函数 (放在配置类之前) ---
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def is_standing_still(
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env: ManagerBasedRLEnv,
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minimum_height: float,
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max_angle_error: float,
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standing_time: float
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) -> torch.Tensor:
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"""
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判定机器人是否稳定站立了一段时间。
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逻辑:高度达标且姿态垂直,持续时间超过 standing_time 则返回 True。
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"""
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# 获取当前状态:高度 (Z轴) 和 投影重力 (前两个分量越小越垂直)
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current_height = env.scene["robot"].data.root_pos_w[:, 2]
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gravity_error = torch.norm(env.scene["robot"].data.projected_gravity_b[:, :2], dim=-1)
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# 判断当前时刻是否“达标”
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is_stable_now = (current_height > minimum_height) & (gravity_error < max_angle_error)
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# 在 env.extras 中维护一个计时器
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if "stable_timer" not in env.extras:
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env.extras["stable_timer"] = torch.zeros(env.num_envs, device=env.device)
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# 核心计时逻辑:达标累加 dt,不达标清零
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# dt = physics_dt * decimation (即控制频率的步长)
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dt = env.physics_dt * env.cfg.decimation
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env.extras["stable_timer"] = torch.where(
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is_stable_now,
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env.extras["stable_timer"] + dt,
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torch.zeros_like(env.extras["stable_timer"])
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)
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# 判定是否达到目标时长
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return env.extras["stable_timer"] > standing_time
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def get_success_reward(env: ManagerBasedRLEnv, term_keys: str) -> torch.Tensor:
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"""检查是否触发了特定的成功终止条件"""
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return env.termination_manager.get_term(term_keys)
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def root_lin_vel_norm(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor:
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"""手动计算 root 线性速度的 L2 范数"""
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# 获取速度 (16384, 3)
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vel = env.scene[asset_cfg.name].data.root_lin_vel_w
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# 返回模长 (16384,)
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return torch.norm(vel, dim=-1)
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def root_ang_vel_norm(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor:
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"""手动计算 root 角速度的 L2 范数"""
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vel = env.scene[asset_cfg.name].data.root_ang_vel_w
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return torch.norm(vel, dim=-1)
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# --- 2. 配置类定义 ---
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@configclass
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@configclass
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class T1ObservationCfg:
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class T1ObservationCfg:
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"""观察值:必须包含姿态和高度,否则机器人不知道自己是怎么躺着的"""
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"""观察值配置"""
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@configclass
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@configclass
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class PolicyCfg(ObsGroup):
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class PolicyCfg(ObsGroup):
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@@ -25,8 +79,7 @@ class T1ObservationCfg:
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base_lin_vel = ObsTerm(func=mdp.base_lin_vel)
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base_lin_vel = ObsTerm(func=mdp.base_lin_vel)
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base_ang_vel = ObsTerm(func=mdp.base_ang_vel)
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base_ang_vel = ObsTerm(func=mdp.base_ang_vel)
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projected_gravity = ObsTerm(func=mdp.projected_gravity)
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projected_gravity = ObsTerm(func=mdp.projected_gravity)
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# ⬅️ 新增:让机器人知道自己离地多高
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root_height = ObsTerm(func=mdp.root_pos_w) # 高度信息对起身至关重要
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root_height = ObsTerm(func=mdp.root_pos_w)
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joint_pos = ObsTerm(func=mdp.joint_pos_rel)
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joint_pos = ObsTerm(func=mdp.joint_pos_rel)
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joint_vel = ObsTerm(func=mdp.joint_vel_rel)
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joint_vel = ObsTerm(func=mdp.joint_vel_rel)
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actions = ObsTerm(func=mdp.last_action)
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actions = ObsTerm(func=mdp.last_action)
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@@ -36,31 +89,28 @@ class T1ObservationCfg:
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@configclass
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@configclass
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class T1EventCfg:
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class T1EventCfg:
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"""事件配置:实现多种随机躺下姿态的关键"""
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"""重置时的随机姿态:背躺、趴着、侧躺"""
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# 每次重置时,随机给基座一个旋转角度
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# 包括:背躺 (Pitch=1.57), 趴着 (Pitch=-1.57), 侧躺 (Roll=1.57)
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reset_robot_rotation = EventTerm(
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reset_robot_rotation = EventTerm(
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func=mdp.reset_root_state_uniform, # 修正为报错建议的函数名
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func=mdp.reset_root_state_uniform,
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params={
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params={
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"asset_cfg": SceneEntityCfg("robot"),
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"asset_cfg": SceneEntityCfg("robot"),
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"pose_range": {
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"pose_range": {
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"roll": (-1.57, 1.57), # 侧躺随机
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"roll": (-1.57, 1.57),
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"pitch": (-1.57, 1.57), # 趴下/背躺随机
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"pitch": (-1.57, 1.57),
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"yaw": (-3.14, 3.14), # 航向角随机
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"yaw": (-3.14, 3.14),
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"x": (0.0, 0.0), # 位置不随机(保持在原点)
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"x": (0.0, 0.0),
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"y": (0.0, 0.0),
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"y": (0.0, 0.0),
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"z": (0.0, 0.0), # 高度由 init_state 决定,这里设为0偏移
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"z": (0.0, 0.0),
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},
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},
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"velocity_range": {}, # 初始速度默认为0
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"velocity_range": {},
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},
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},
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mode="reset",
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mode="reset",
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)
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)
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@configclass
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@configclass
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class T1ActionCfg:
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class T1ActionCfg:
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"""动作空间配置组"""
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"""动作空间"""
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# 这里的变量名 (例如 joint_pos) 将决定 ActionManager 中的 term 名称
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joint_pos = JointPositionActionCfg(
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joint_pos = JointPositionActionCfg(
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asset_name="robot",
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asset_name="robot",
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joint_names=[".*"],
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joint_names=[".*"],
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@@ -68,61 +118,81 @@ class T1ActionCfg:
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use_default_offset=True
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use_default_offset=True
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)
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)
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@configclass
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@configclass
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class T1GetUpRewardCfg:
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class T1GetUpRewardCfg:
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"""起身任务专用奖励:快、直、稳"""
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"""奖励函数:引导、稳定、终点奖"""
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# 1. 进度引导:越高分越高
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# 1. 核心进度:高度奖励
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# 只要低于目标高度(0.6m),就会持续根据距离给负分,越高分数越接近0
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height_progress = RewTerm(
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height_progress = RewTerm(
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func=mdp.root_height_below_minimum,
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func=mdp.root_height_below_minimum,
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weight=15.0,
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weight=15.0,
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params={"minimum_height": 0.65}
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params={"minimum_height": 0.65}
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)
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)
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# 2. 速度惩罚:时间就是金钱
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# 2. 时间惩罚:鼓励尽快起身
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# 每一帧都扣 0.5 分,起身越慢,被扣掉的总分就越多
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time_penalty = RewTerm(func=mdp.is_alive, weight=-0.5)
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time_penalty = RewTerm(
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func=mdp.is_alive,
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weight=-0.5
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)
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# 3. 姿态奖励:上半身必须垂直向上
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# 3. 姿态奖:保持躯干垂直
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upright = RewTerm(func=mdp.flat_orientation_l2, weight=2.0)
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upright = RewTerm(func=mdp.flat_orientation_l2, weight=2.0)
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# 4. 平滑惩罚:防止起身时由于急躁导致的剧烈抖动
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# 4. 稳定性奖:站起来后不要乱晃
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root_static = RewTerm(
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func=root_lin_vel_norm, # 使用上面定义的本地函数
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weight=-1.5,
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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# 角速度稳定性
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root_ang_static = RewTerm(
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func=root_ang_vel_norm, # 使用上面定义的本地函数
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weight=-0.5,
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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# 5. 核心终点奖励:当满足 standing_success 终止条件时,给 500 分
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is_success = RewTerm(
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func=get_success_reward, # 使用我们刚刚定义的本地函数
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weight=500.0,
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params={"term_keys": "standing_success"} # 确保名字对应 TerminationsCfg 里的变量名
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)
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# 6. 平滑惩罚
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action_rate = RewTerm(func=mdp.action_rate_l2, weight=-0.01)
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action_rate = RewTerm(func=mdp.action_rate_l2, weight=-0.01)
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joint_vel = RewTerm(func=mdp.joint_vel_l2, weight=-0.001)
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joint_vel = RewTerm(func=mdp.joint_vel_l2, weight=-0.001)
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@configclass
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@configclass
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class T1TerminationsCfg:
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class T1GetUpTerminationsCfg:
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"""终止条件"""
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"""终止条件:站稳即算任务完成"""
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# 提前成功:如果站起来了并保持稳定,直接结束 Episode 并拿奖励,节省算力
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# 失败:跌倒
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is_standing_success = DoneTerm(
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base_crash = DoneTerm(func=mdp.bad_orientation, params={"limit_angle": 1.0})
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func=mdp.root_height_below_minimum,
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params={"minimum_height": 0.65},
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# 成功:满足高度和角度要求,且维持 1.0 秒
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standing_success = DoneTerm(
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func=is_standing_still,
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params={
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"minimum_height": 0.63,
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"max_angle_error": 0.15,
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"standing_time": 1.0
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}
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)
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)
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time_out = DoneTerm(func=mdp.time_out)
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@configclass
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@configclass
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class T1EnvCfg(ManagerBasedRLEnvCfg):
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class T1EnvCfg(ManagerBasedRLEnvCfg):
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"""主环境配置:针对 T1 起身任务"""
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"""主环境配置"""
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scene = T1SceneCfg(num_envs=16384, env_spacing=2.5)
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scene = T1SceneCfg(num_envs=16384, env_spacing=2.5)
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# 覆盖初始位置:必须低高度生成,防止随机旋转后高空坠落
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def __post_init__(self):
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def __post_init__(self):
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super().__post_init__()
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super().__post_init__()
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# 初始高度设低,配合随机旋转事件实现“从地上爬起来”
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self.scene.robot.init_state.pos = (0.0, 0.0, 0.2)
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self.scene.robot.init_state.pos = (0.0, 0.0, 0.2)
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observations = T1ObservationCfg()
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observations = T1ObservationCfg()
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rewards = T1GetUpRewardCfg()
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rewards = T1GetUpRewardCfg()
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terminations = T1TerminationsCfg()
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terminations = T1GetUpTerminationsCfg()
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events = T1EventCfg() # ⬅️ 挂载随机姿态事件
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events = T1EventCfg()
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actions = T1ActionCfg()
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actions = T1ActionCfg()
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# 训练参数
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episode_length_s = 5.0 # 5秒强制重置
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episode_length_s = 5.0 # 强制 5秒内必须站起来
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decimation = 4 # 控制频率
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decimation = 4 # 提高控制频率 (约 50Hz) 有助于精细动作
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